void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            if (EventSystem.current.IsPointerOverGameObject() == false)
            {
                //开发炮台的建造
                Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;
                bool       isCollider = Physics.Raycast(ray, out hit, 1000, LayerMask.GetMask("MapCube"));
                if (isCollider)
                {
                    MapCube mapCube = hit.collider.GetComponent <MapCube>();
                    Debug.Log(mapCube.name + " " + mapCube.isFlipped);



                    // 扫雷,显示数字
                    if (!mapCube.isFlipped) // 没翻,还要判定有没有插旗
                    {
                        if (myFH.flagModel) //如果有按flag 按钮进入插旗模式
                        {
                            //插旗,生成旗帜模型,
                            mapCube.buildFlag(mapCube);
                            mapCube.isFlipped = true;
                            Debug.Log("Set Flag");
                        }
                        else if (money >= flipcost)
                        {
                            ChangeMoney(-flipcost);
                            mapCube.BuildNumber(mapCube);
                            if (mapCube.isMine)
                            {
                                ChangeMine(-1);
                            }
                        }
                        else
                        {
                            MineAudio.Play();
                            //提示钱不够
                            moneyAnimator.SetTrigger("Flicker");
                        }
                    }

                    else if (mapCube.isFlipped && mapCube.hasFlag && selectedTurretData != null && mapCube.turretGo == null)//翻,有旗
                    {
                        //判定
                        //Cube确实是Mine
                        if (mapCube.name.Equals("MapCubeM"))
                        {
                            //Buildbonus
                            if (money >= selectedTurretData.cost)
                            {
                                ChangeMine(-1);
                                ChangeMoney(-selectedTurretData.cost);
                                mapCube.BonusTurret(selectedTurretData);
                            }
                            else
                            {
                                MineAudio.Play();
                                //提示钱不够
                                moneyAnimator.SetTrigger("Flicker");
                            }
                        }
                        else
                        {
                            //变叉
                            if (money >= selectedTurretData.cost)
                            {
                                ChangeMoney(-selectedTurretData.cost);
                                mapCube.BuildWrong(mapCube);
                            }
                            else
                            {
                                MineAudio.Play();
                                //提示钱不够
                                moneyAnimator.SetTrigger("Flicker");
                            }
                        }
                    }
                    else if (mapCube.isFlipped && !mapCube.isMine && !mapCube.hasFlag && selectedTurretData != null && mapCube.turretGo == null)//翻,无旗
                    {
                        if (money >= selectedTurretData.cost)
                        {
                            ChangeMoney(-selectedTurretData.cost);
                            mapCube.BuildTurret(selectedTurretData);
                        }
                        else
                        {
                            MineAudio.Play();
                            //提示钱不够
                            moneyAnimator.SetTrigger("Flicker");
                        }
                    }
                    else if (mapCube.turretGo != null)
                    {
                        // 升级处理

                        //if (mapCube.isUpgraded)
                        //{
                        //    ShowUpgradeUI(mapCube.transform.position, true);
                        //}
                        //else
                        //{
                        //    ShowUpgradeUI(mapCube.transform.position, false);
                        //}
                        if (mapCube == selectedMapCube && upgradeCanvas.activeInHierarchy)
                        {
                            StartCoroutine(HideUpgradeUI());
                        }
                        else
                        {
                            dropMoneyText.text = "+$" + (int)((float)mapCube.turretData.cost * 0.8);
                            ShowUpgradeUI(mapCube.transform.position, mapCube.isUpgraded);
                        }
                        selectedMapCube = mapCube;
                    }
                }
            }
        }
    }